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JPlayah
2016-02-19, 11:27 PM
D&D Modern Character Options


The following character options are suitable for characters in a modern campaign setting.


Skills

Drive (Dex; Trained Only): Use this skill to control vehicles. Like the Craft and Profession skills, Drive encompasses a wide range of individual skills. For example, a character doesn’t use his or her ranks in Drive (Automobile) to control an airplane. A single rank in a Drive skill is necessary to perform basic actions with a relevant vehicle, including starting, stopping, and basic motion. More complex actions can be performed using this skill, as described below.



Task

Drive DC



Concentrate on driving

N/A



Match vehicle speed

5



Fast brake

15



Drift

20




Concentrate on Driving: A character who is driving a vehicle can take a standard action and focus his or her attention solely on controlling the vehicle. A character that does this gains a +2 bonus on any subsequent Drive checks he or she makes until the beginning of his or her next turn.

Match Vehicle Speed: This use of the Drive skill allows a character to adjust the vehicle’s speed to match that of another vehicle which is moving in the same direction. Doing so eliminates both vehicles’ speed modifiers to AC relative to each other. The desired speed must be within the vehicle’s current speed category. This task requires a move action.

Fast Brake: This use of the Drive skill allows a character to spend a move action decelerating as quickly as possible while driving a vehicle with a deceleration time of 1 round. If the character controlling the vehicle succeeds on a DC 15 Drive check, the vehicle’s speed category decreases by one over the course of a move action instead of over the course of 1 round. The vehicle moves forward a distance equal to twice its length while it decelerates if it started at normal speed, or three times its length if it started at high speed. At the end of the deceleration, the vehicle may continue moving until it has traveled as far as it could at its new speed. If the vehicle has traveled at least this far upon completing the deceleration, the driver’s turn ends.

Drift: This use of the Drive skill allows a character to make a sharp turn and slide sideways while braking, enabling true 90° turns. This task can only be performed in a vehicle that moves while in contact with a surface, and only while the vehicle is moving at normal or high speed. To perform this task, the character controlling the vehicle must make a DC 20 Drive check as a standard action. If the character succeeds, the vehicle turns sideways and slides while braking. The vehicle travels a distance of at least its length if it started at normal speed, or twice its length if it started at high speed. After this, the driver may accelerate at any point and continue driving forward from the vehicle’s new orientation. If the driver fails his or her Drive check, the vehicle simply turns 45° and continues moving normally.

Skill Synergy: A character gains a +2 synergy bonus on Concentration checks made while driving a vehicle which corresponds to a Drive skill that he or she has 5 or more ranks in.

A character with 5 or more ranks in Drive (Bicycle) gains a +2 synergy bonus on Balance checks made while riding on a motorcycle, bicycle, or jet ski.


Feats

Drive-By Attack
Prerequisites: Drive 1 rank, Base attack bonus +1
Benefit: You take a reduced penalty on attack rolls when using weapons you are proficient with while inside of a vehicle, provided you have at least 1 rank in the Drive skill corresponding to the vehicle in question. The penalty you take on attack rolls imposed by the vehicle’s speed modifier to AC is reduced by 2. In addition, the penalty you take on attack rolls while driving a vehicle is reduced by 2 at all speeds.

Exotic Firearm Proficiency
Prerequisites: Proficiency with all simple firearms
Benefit: Choose a type of firearm you are not proficient with. You gain proficiency with that type of firearm.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of firearm.

Improved Drive-By Attack
Prerequisites: Drive-By Attack, Drive 10 ranks, Base attack bonus +5
Benefit: You can use the full attack option while driving a vehicle, provided you have at least 10 ranks in the Drive skill corresponding to the vehicle in question. To make these attacks while maintaining control of your vehicle, you must succeed on a DC 20 Drive check as a free action. If you fail the check, you maintain control of the vehicle but you are unable to attack.

Sidestep
Prerequisites: Dex 13
Benefit: You can ready a move action to sidestep an opponent when he or she charges at you later in the round. You must designate an opponent when you ready this action. When that opponent charges at you in the same round that you readied the action, you make a Reflex save opposed by whatever relevant Strength check or attack roll that your opponent makes as part of the charge. If you have any dodge bonuses to AC, add them to this save result. If your Reflex save result beats the opponent’s Strength check or attack roll result, you may move into any unoccupied space within 5 feet which is not in the path of the charging opponent. Moving in this way does not provoke attacks of opportunity. If you do this, you avoid any effects of the charge and the charging opponent continues 5 feet beyond the space you previously occupied before stopping.
Special: You can use this feat to avoid an opponent’s overrun attempt even if that opponent has the Improved Overrun feat. A fighter may take this feat as one of his fighter bonus feats.

Simple Firearm Proficiency
Prerequisites: Proficiency with repeating crossbows
Benefit: You are proficient with all simple firearms, which consist of all pistols, all shotguns, and the musket.

Trigger Happy
Prerequisites: Dex 13, Base attack bonus +2
Benefit: You can use ranged weapons to make attacks of opportunity against targets that move within 10 feet of you provided your weapon is armed or loaded and you have line of sight to the target. You take a -5 penalty on your attack rolls when making attacks of opportunity in this way.
Special: With this feat, an enemy creature provokes an attack of opportunity from you each time it moves within 10 feet of you while your ranged weapon is armed or loaded. You can only make one attack of opportunity against a given creature in any round, whether this is a normal attack of opportunity using a melee weapon or an attack of opportunity made using this feat.


Updated Feats

The following feats have been updated to function better in a modern campaign setting.

Greater Weapon Focus
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Base attack bonus +8
Benefit: You gain a +1 bonus on attack rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Focus feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.

Greater Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Greater Weapon Focus with selected weapon, Base attack bonus +12
Benefit: You gain a +2 bonus on damage rolls with the selected weapon. This bonus stacks with the bonus from the Weapon Specialization feat.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.

Rapid Reload
Prerequisites: Proficiency with selected weapon
Benefit: Choose a type of mechanical ranged weapon you are proficient with, such as a light crossbow, semiautomatic rifle, or minigun. If that weapon would normally be reloaded as a full-round action, you may instead reload it as a move action. If that weapon would normally be reloaded as a move action, you may instead reload it as a free action. If you are able to reload a weapon as a free action due to this feat, you may make as many attacks with it as you could with a weapon that did not require reloading when using the full attack option. For automatic weapons, this limit is still capped at two attacks, but this feat may allow you to reload before, after, or between those two attacks as a free action.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of mechanical ranged weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.

Weapon Focus
Prerequisites: Proficiency with selected weapon, Base attack bonus +1
Benefit: You gain a +1 bonus on attack rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with. A fighter may take this feat as one of his fighter bonus feats.

Weapon Specialization
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Base attack bonus +4
Benefit: You gain a +2 bonus on damage rolls with the selected weapon.
Special: You may take this feat multiple times. Each time you take it, it applies to a new type of weapon that you are proficient with and have the prerequisite feats for. A fighter may take this feat as one of his fighter bonus feats.


Armor

Advanced protective gear is available for characters in a modern setting.

Light Armor



Armor Name

Cost

Armor/Shield Bonus (Medium)

Max Dex Bonus

Armor Check Penalty

Arcane Spell Failure Chance

Weight (Medium)



Crash Suit

250 gp

+2

+6

-1

10%

15 lbs.



Ceramic Vest

300 gp

+3

+5

-2

15%

7 lbs.



Kevlar Vest

350 gp

+4

+4

-3

20%

15 lbs.




Crash Suit: This padded suit is filled with a rubbery gel which absorbs hard impacts. All bludgeoning damage that would be dealt to the wearer from attacks is reduced by 2 points, and the bludgeoning damage dealt to the wearer from any type of full-body collision is reduced by 5 points.

Ceramic Vest: This woven fiber vest contains overlapping ceramic plates, providing good resistance against knife and sword attacks. All slashing and piercing damage that would be dealt to the wearer of a ceramic vest is reduced by 1 point.

Kevlar Vest: This vest is made from a well-tested material with good resistance to bullets. All piercing damage that would be dealt to the wearer of a Kevlar vest is reduced by 2 points.

Medium Armor



Armor Name

Cost

Armor/Shield Bonus (Medium)

Max Dex Bonus

Armor Check Penalty

Arcane Spell Failure Chance

Weight (Medium)



Kevlar Suit

600 gp

+6

+2

-5

25%

25 lbs.




Kevlar Suit: This full-body version of the Kevlar vest provides additional coverage. As with the Kevlar vest, all piercing damage that would be dealt to the wearer of a Kevlar suit is reduced by 2 points.

Heavy Armor



Armor Name

Cost

Armor/Shield Bonus (Medium)

Max Dex Bonus

Armor Check Penalty

Arcane Spell Failure Chance

Weight (Medium)



Nanotech Armor

5,000 gp

+10

+2

-5

30%

35 lbs.




Nanotech Armor: This advanced plate armor is made from a composite based on tungsten disulfide and offers unmatched bullet resistance. All piercing damage that would be dealt to the wearer of this armor is reduced by 5 points.


Weapons

A modern environment provides characters with numerous options for improving their damage output.

Firearms: Firearms are weapons which use controlled explosions to launch projectiles, usually metal bullets. Modern firearms are designed so that the bullets are packaged with small detonators as well as the gunpowder which is ignited to propel them. When the trigger on a firearm is pulled, a hammer inside the chamber strikes the detonator, producing an explosion which launches the bullet.

Many firearms use clips or magazines which contain several bullets. This allows several rounds to be fired before the weapon needs to be reloaded. Semi-automatic weapons fire one round each time the trigger is pulled. Automatic weapons continue firing while the trigger is held down.

Using an automatic weapon: Automatic weapons are fired differently than normal weapons. When a character fires an automatic weapon, that character makes an ammo roll to determine how many rounds are fired and how many are on target.

A character firing an automatic weapon chooses a die up to the highest die listed for the specified automatic weapon and makes an ammo roll before making an attack roll. The highest value on that die determines the number of rounds which are fired, and the die result determines how many of those rounds hit if the attack roll succeeds. Since aiming carefully improves accuracy, a character adds some fraction of his or her Dexterity bonus to this roll depending on the die chosen. The ammo roll result cannot exceed the number of rounds fired. Each round deals its own damage.



Table: Dexterity Bonus Added to Ammo Rolls



Ammo Die

Fraction of Dexterity Bonus Added



d2

¼



d4



d6

½



d8



d10

¾



d12




One of the advantages of an automatic weapon is that the rounds can be distributed evenly among multiple nearby targets, provided all targets are within the bounds of a cone the size of the weapon’s range increment. When an automatic weapon is fired this way, it uses the same attack roll to hit all targets. Extra rounds are assigned to targets as the weapon’s wielder chooses before an attack roll is made.

When an automatic weapon scores a critical hit, the damage dealt by each round is multiplied instead of extra dice being rolled.

Except when noted, no more than two attacks can be made during a full attack with an automatic weapon, since the weapon has a limited, set rate of fire.

Using an explosive weapon: Some weapons fire rounds that explode or burst outward on impact, dealing damage in a radius or cone. These weapons can be used to attack multiple creatures at once. When the wielder of an explosive weapon makes an attack roll, compare the attack roll result against the AC of all creatures in the area of the blast to determine which creatures are hit.

Pistols



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Magnum Pistol

300 gp

1d8 piercing

20/x2

30 feet

1 clip

4 lbs.

Move



Magnum Pistol Clip

2 gp







8 rounds

½ lb.





Automatic Pistol

250 gp

1 piercing

19-20/x2

20 feet

1 clip

3 lbs.

Move



Automatic Pistol Clip

1 gp







24 rounds (1d6 max)

½ lb.





Revolver

150 gp

1d6 piercing

20/x3

20 feet

6 rounds

2 lbs.

Full-Round



Revolver Bullet (6)

1 gp









¼ lb.






Magnum Pistol: This powerful one-handed weapon deals high damage per round.

Automatic Pistol: This one-handed weapon provides the benefits of an automatic weapon in a small package.

Revolver: This one-handed weapon takes a long time to reload, but provides decent power at a reasonable cost.

Rifles



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Automatic Rifle

500 gp

1 piercing

20/x2

50 feet

1 magazine

15 lbs.

Full-Round



Automatic Rifle Magazine

5 gp







60 rounds
(1d10 max)

3 lbs.





Semi-Automatic Rifle

400 gp

1d8 piercing

19-20/x2

40 feet

1 clip

14 lbs.

Full-Round



Semi-Automatic Rifle Clip

3 gp







10 rounds

2 lbs.





Sniper Rifle (Heavy)

700 gp

3d6 piercing

19-20/x2

150 feet

1 round

18 lbs.

Move



Sniper Rifle Round (Heavy)

1 gp









¼ lb.





Sniper Rifle (Light)

600 gp

2d6 piercing

19-20/x2

100 feet

1 clip

15 lbs.

Full-Round



Sniper Rifle Clip (Light)

5 gp







5 rounds

2 lbs.






Automatic Rifle: This heavy-duty two-handed weapon is standard issue in many standing armies. Its decent range and large magazine make it a formidable weapon.

Semi-Automatic Rifle: This two-handed weapon offers reliable, controlled damage at moderate range.

Sniper Rifle: This two-handed weapon deals extremely high damage at long range, making it the ideal weapon for many assassins.

Other Firearms



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Shotgun (Single-Barreled)

400 gp

1d10 bludgeoning

19-20/x2

20 feet

6 shells

10 lbs.

Full-Round



Shotgun (Double-Barreled)

500 gp

2d6 bludgeoning

18-20/x2

20 feet

2 shells

12 lbs.

Move



Shotgun Shell

5 sp









½ lb.





Minigun

700 gp

1 piercing

19-20/x2

50 feet

1 drum

25 lbs.

Full-Round



Minigun Drum

10 gp







120 rounds (1d12 max)

10 lbs.





Musket

150 gp

1d10 piercing

20/x3

20 feet

1 round

12 lbs.

Full-Round



Musket Round (5)

1 gp









2 lbs.






Shotgun: This two-handed weapon fires a cluster of metal spheres for high damage at close range.

Minigun: This two-handed automatic weapon features a series of rotating barrels. It has an enormous ammo capacity, but requires great strength to wield effectively.

Explosive Weapons



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Rocket Launcher

800 gp

See rocket entries

19-20/x2

40 feet

4 rockets

18 lbs.

Full-Round



Rocket (Light)

10 gp

2d6 fire (5 foot radius)







2 lbs.





Rocket (Heavy)

40 gp

3d6 fire (10 foot radius)







3 lbs.





Frag Grenade

20 gp

2d6 bludgeoning, 1d6 fire (5 foot radius)

19-20/x2

10 feet (thrown)



2 lbs.

None




Rocket Launcher: This two-handed weapon consists of a tube which rests over the shoulder. It fires explosive rockets which deal large amounts of damage.

Frag Grenade: This explosive weapon is armed by pulling out a pin and squeezing a trigger. This ignites a fuse which detonates after 1 round, spraying pieces of metal outward.

Nonlethal Weapons



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Pepper Spray

5 gp

1d6 acid (10 foot line)

18-20/x2



10 uses

½ lb.

None



Shock Glove

100 gp

1d6 electricity

20/x2



5 uses per charge

½ lb.

None



Stun Baton

80 gp

1d6 bludgeoning or 1d6 electricity

20/x2



5 uses per charge

2 lbs.

None



Stun Grenade

30 gp

3d6 sonic (10 foot radius)

20/x2

10 feet (thrown)



1 lb.

None



Taser

150 gp

2d6 electricity (30 foot ray)

20/x2



1 cartridge

1 lb.

Full-Round



Taser Cartridge

5 gp









¼ lb.






Pepper Spray: This spray can is filled with a powerful chemical distilled from peppers. Attacks made with pepper spray are touch attacks. When sprayed into the face of an opponent, the chemical reacts violently with the membranes of the eyes, nose, and mouth, dealing acid damage. The opponent must also succeed on a DC 25 Fortitude save or become blinded for 1d4 rounds. The damage dealt by pepper spray can reduce a character to 0 hit points, but not below. Pepper spray is only effective against an opponent that is facing the user. A can of pepper spray is a simple weapon.

Shock Glove: This glove modifies the wearer’s punches. Whenever the wearer hits an opponent with an unarmed strike, a thumb button can be pressed as a free action to deliver the weapon’s electricity damage along with the wearer’s normal unarmed strike damage. The opponent must also succeed on a DC 20 Fortitude save or be forced to jump 5 feet back and become dazed for 1 round. The electricity damage dealt by a shock glove can reduce a character to 0 hit points, but not below. A shock glove’s battery holds 2 kJ on a full charge, with each use consuming 0.4 kJ of energy for a total of 5 uses per charge. A shock glove is a simple weapon.

Stun Baton: This heavy baton contains a rechargeable battery. When a button on the handle is pushed as a free action, the next attack made with it in that round becomes a touch attack and deals electricity damage instead of bludgeoning damage. An opponent hit by an electrified stun baton must succeed on a DC 25 Fortitude save or become stunned for 1 round. The electricity damage dealt by a stun baton can reduce a character to 0 hit points, but not below. A stun baton’s battery holds 4 kJ on a full charge, with each use consuming 0.8 kJ of energy for a total of 5 uses per charge. A stun baton is a simple weapon.

Stun Grenade: Sometimes called a “flash-bang,” this grenade unleashes a blast of light and sound 1 round after it is armed. All characters hit by the blast must succeed on a DC 30 Fortitude save or become stunned for 1 round, then blinded and deafened for 1d4 rounds after. A character can ready a standard action to cover his or her ears and look away from a stun grenade which is about to detonate in order to receive a +15 circumstance bonus on his or her Fortitude save. The damage dealt by a stun grenade can reduce a character to 0 hit points, but not below.

Taser: This weapon resembles a pistol. Attacks made with a taser are touch attacks. When fired, a taser launches two narrow cables which stick to the target, then sends a powerful surge of electricity into whatever the cables hit, dealing a high amount of damage. An opponent hit by a taser must also succeed on a DC 30 Fortitude save or become stunned and paralyzed for 1 minute. The damage dealt by a taser can reduce a character to 0 hit points, but not below. Any character who is proficient with a pistol or crossbow is also proficient with a taser.

Other Weapons



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight

Reload Action



Blowtorch

35 gp

1d6 fire (10 foot line)

19-20/x2



1 fuel can

½ lb.

Full-Round



Fuel Can

2 gp







20 uses







Electrolaser

10,000 gp

5d6 electricity (100 foot ray)

20/x2



10 uses per charge

15 lbs.

None



FEL Rifle

8,000 gp

3d6 piercing

20/x2

40 feet

20 uses per charge

17 lbs.

None




Blowtorch: This two-handed weapon can be used in combat, but its most frequent use is in heating metals. A blowtorch puts out a very intense flame which deals full damage to metal objects. A blowtorch can be used to cut a 5 foot line in a chain link fence or melt a 3 inch wide hole in a sheet of metal in one round. Creatures and flammable objects dealt at least 3 points of damage by a blowtorch must succeed on a DC 20 Reflex save or be lit on fire. A blowtorch is a simple weapon.

Electrolaser: This two-handed weapon uses a very high energy laser to create an ionizing channel through air, then delivers a powerful electric shock to the first target in the laser’s path. Any creature hit by an electrolaser must succeed on a DC 30 Fortitude save or be stunned for 1 round. Firing an electrolaser is a standard action. An electrolaser contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 100 kJ each time it is fired, for a total of 10 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an electrolaser.

FEL Rifle: The free electron laser rifle uses a miniature version of a laser found in advanced research laboratories. This two-handed weapon can be fired as a standard action. An FEL rifle contains a rechargeable battery which holds up to 1,000 kJ of energy and uses 50 kJ each time it is fired, for a total of 20 uses before the device must be recharged. Any character who is proficient with a crossbow, shotgun, or any type of rifle is also proficient with an FEL rifle.

JPlayah
2016-02-19, 11:28 PM
Weapon Attachments

The following items are used to modify and improve weapons.



Item

Weight

Cost



Auto Loader

2 lbs.

60 gp



Bayonet Ring

¼ lb.

10 gp



Extended Barrel

¼ lb.

40 gp



Grenade Launcher

1 lb.

60 gp



Laser Sight

¼ lb.

30 gp



Magnifying Scope

½ lb.

60 gp



Reflex Sight

¼ lb.

40 gp



Suppressor

¼ lb.

50 gp



Thermal Scope

½ lb.

150 gp



Thermal Sight

¼ lb.

100 gp




Auto Loader: This mechanical device can be attached to any two-handed mechanical projectile weapon which uses clips, cases, or magazines to store ammunition. The auto loader provides room to store an additional clip, case, or magazine. When a button is pressed as a move action, the auto loader swaps the clip, case, or magazine currently in the weapon with the one it has stored. An auto loader can be used to reload a weapon while the user is aiming down the sights or using a scope. The weapon can still be reloaded normally.

Bayonet Ring: This adjustable ring is mounted below the front end or barrel of a two-handed mechanical projectile weapon, allowing a character to make melee attacks using the projectile weapon by attaching a light melee weapon. Melee attacks made this way use the damage of the light melee weapon but treat it as a two-handed weapon. Alternatively, a flashlight or other small item with a handle can be secured to the ring.

Extended Barrel: This item is attached to the end of a firearm’s barrel, increasing its range increment by 10 feet.

Grenade Launcher: This short barrel is mounted below the front end or barrel of a two-handed firearm and can hold one grenade. When activated as a move action, the energy of the next bullet fired is transferred to the grenade, which is immediately armed and launched with a range increment of 40 feet. The grenade explodes on impact with a solid surface.

Laser Sight: This laser can be attached to the side of any mechanical projectile weapon and switched on or off as a move action. While it is on, the laser’s beam provides good indication of where the weapon is aimed, providing the user with a +1 bonus on attack rolls made to hit targets within 30 feet. The laser uses negligible power.

Magnifying Scope: This scope greatly increases accuracy at long range and can be attached to any two-handed mechanical projectile weapon. Using a scope is similar to aiming down the sights of a weapon, except that while doing so, a character is limited to moving 10 feet in a round and is treated as being flat-footed against enemy melee attacks. A scope replaces the sights of a weapon. While using a magnifying scope, a character gains a +4 bonus on attack rolls made to hit enemies that are more than 30 feet away, but suffers a -4 penalty on attack rolls made to hit enemies that are within 30 feet.

Reflex Sight: This lens creates a holographic image which helps the user aim. It can be attached to any mechanical projectile weapon. Aiming down the sights is a move action. While a character is aiming down the sights of his or her weapon, that character gains a +1 bonus on attack rolls, but is unable to take a double move action or run. A character can stop aiming down the sights as a free action, and does so automatically if he or she concentrates on anything other than using his or her senses, holding, aiming, or firing the weapon, or moving.

Suppressor: This item is attached to the end of a firearm’s barrel, greatly reducing muzzle flash and noise, but also reducing the weapon’s power. A firearm with a suppressor is only audible by the quiet pinging sound it gives off when fired, which is about half as loud as dropping a coin on a table, but it deals 1 less point of damage per damage die rolled. An automatic weapon has its maximum ammo die reduced by 1 step instead.

Thermal Scope: This scope is similar to a magnifying scope, except that it also allows the user to see the heat signatures of living creatures within 200 feet while aiming through the scope. This enables the user to find those creatures through darkness, fog, and camouflage, denying the concealment that those conditions normally provide.

Thermal Sight: This lens is similar to a reflex sight, except that it also allows the user to see the heat signatures of living creatures within 60 feet while aiming down the sights. This enables the user to find those creatures through darkness, fog, and camouflage, denying the concealment that those conditions normally provide.


Bullet Modifications

Bullets can be ordered or custom-made to give them special properties. The price increase in the table below is a percentage of the base cost of the bullet, clip, or magazine which the modification is being applied to.



Modification

Price Increase



Depleted Uranium

300%



Full Metal Jacket

100%



Explosive

200%



Incendiary

100%



Teflon Coated

150%




Depleted Uranium: These bullets are made with a dense, slightly radioactive material. Each successful attack made using depleted uranium bullets deals 2 points of radiation damage to living and undead creatures. If the bullets are not removed within 1 hour, living creatures must succeed on a DC 20 Fortitude save or become sickened for 24 hours. Against wood, metal, and stone objects, the bullets fracture into narrow shards, causing them to ignore up to 4 of an object’s hardness and treat the damage reduction of constructs as though it were 4 less than normal. This also releases large amounts of heat, igniting flammable objects within a few inches of the point where the bullet impacted.

Explosive: These bullets are filled with additional gunpowder and contain a delayed fuse. 1 round after they are fired, they explode, dealing untyped damage equal to their normal damage.

Full Metal Jacket: This modification allows bullets to pierce through hard surfaces more easily. These bullets can punch through up to 6 inches of packed dirt, 3 inches of wood, 1 inch of stone, or ½ inch of metal and still hit a target on the other side. A bullet which pierces through cover to hit a target deals 1 less point of damage per damage die. Automatic weapons suffer a -1 penalty on ammo rolls when used to attack targets behind cover. Bullets with this modification also ignore up to 4 of an object’s hardness when used to attack objects and treat the damage reduction of constructs as though it were 4 less than normal.

Incendiary: Bullets with this modification become red hot when fired, dealing 1 point of fire damage on each successful attack roll. After a character’s turn in which they have fired one or more incendiary bullets at a target, that target must succeed on a Reflex save (DC 10 + total damage taken by incendiary bullets during that turn) or catch on fire, taking 1d6 points of fire damage per round until a DC 15 Reflex save is made to put the fire out. Flammable objects are automatically ignited by these bullets.

Teflon Coated: These bullets penetrate flesh and armor. Attacks made with them ignore up to 5 of a target’s armor bonus to AC and treat the target’s damage reduction as if it were 2 less than normal.


Other Equipment

Characters in a modern setting have access to a wide range of technology compared to their medieval counterparts.



Item

Weight

Cost



Cellular Phone

½ lb.

200 gp



Voice Activation Chip



60 gp



Laptop Computer

5 lbs.

800 gp



Solar Charger

2 lbs.

500 gp




Cellular Phone: This advanced communication device is small and easy to carry. It takes 30 seconds to turn on or off. Each phone has a unique phone number, and it can store up to 50 other phone numbers which are entered into it for easy access. Entering a new number into the phone’s memory takes 1 minute. Entering and dialing an unstored number takes 2 rounds, while dialing a stored number is a full-round action. As long as the users of two cellular phones are each within 20 miles of a cell tower, they can communicate verbally to each other, beginning when one user dials the number of the other user’s phone and that character answers the call. A cellular phone must be held near the ear and mouth while in use during a call. Ending the call is a free action. Alternatively, the user can type text messages on the cellular phone and send them to another phone. A cellular phone’s battery can store up to 100 kJ of energy. The phone uses 1 kJ per minute during a call, and also 5 kJ per day for performing low-power tasks.

Voice Activation Chip: This add-on for a cellular phone allows the phone to register voice commands, enabling the user to dial stored phone numbers as a move action while maintaining concentration on something else. Dialing a number using this system does not provoke attacks of opportunity.

Laptop Computer: This portable device is primarily used for data storage and retrieval, but can also be used for communication, entertainment, and other tasks, depending on the programs installed on it. A laptop computer takes 1 minute to turn on or off. A typical laptop has 1 TB of available storage space. Its battery can store up to 900 kJ of energy and it uses 3 kJ per minute, allowing 5 hours of operation before the battery needs to be recharged.

Solar Charger: This device consists of folding layers of solar panels with outlets for charging electronic devices. A solar charger takes 1 minute to set up or put away. While deployed in a brightly lit area, the charger restores 1 kJ per minute to each of up to three devices which are connected to it.


Vehicles

Mechanical devices used for transportation come in many shapes and sizes. Below is a table of modern vehicles and typical prices, followed by descriptions.



Vehicle

Speed (distance per move action)

Acceleration/ Deceleration Time

Relevant Drive Skill

Weight

Cost



Car

120 feet

1 round

Automobile

2,000 lbs.

1,000 gp



Truck

120 feet

1 round

Automobile

3,000 lbs.

1,200 gp



Limousine

120 feet

1 round

Automobile

5,000 lbs.

3,000 gp



Motorcycle

120 feet

1 round

Bicycle

600 lbs.

600 gp



Bicycle

40 feet

1 round

Bicycle

40 lbs.

50 gp



Jet Ski

90 feet

1 round

Bicycle

600 lbs.

500 gp



Motor Boat

90 feet

2 rounds

Boat

4,000 lbs.

1,500 gp



Yacht

90 feet

3 rounds

Boat

15,000 lbs.

10,000 gp



Airplane

300 feet

5 rounds

Airplane

4,000 lbs.

6,000 gp




Car: This large vehicle has four wheels and can hold a driver plus 4 passengers. The seats are typically arranged with two in the front and three in the back, with controls for the vehicle surrounding one of the front seats. Most cars are powered by internal combustion engines, which use controlled explosions to drive a rotating shaft. A car can carry a maximum of 1,500 lbs. Cars are often equipped with special features such as temperature control systems and emergency brakes. Optional vehicle equipment is described below.

Truck: This large vehicle is similar to a car, except that it has an open cargo area in the back and only holds a driver and one passenger. Trucks tend to have much greater pulling power and carrying capacity than cars. A truck can carry a maximum of 3,000 lbs.

Limousine: This huge vehicle looks like an elongated car. It has two seats in the front, plus an extended lounge area in the back which consists of several couches facing inward. Some limousines also include a table and extra storage space. Limousines are a status symbol in many places, as they are expensive vehicles. A limousine can hold a driver plus 10 passengers, and it can carry a maximum of 3,000 lbs.

Motorcycle: This medium vehicle has two wheels and can carry a driver and one passenger. It is powered by a small internal combustion engine. Motorcycles are fast and very maneuverable, but require a good sense of balance to operate. A driver whose motorcycle skids or encounters a bump can be thrown and killed by the impact without proper protection. A helmet and a crash suit are important gear for any motorcycle rider. See the section “Vehicles in Combat” for more details about staying on a motorcycle or similar vehicle. A motorcycle can carry a maximum of 500 lbs.

Bicycle: A precursor to the motorcycle, this medium vehicle is powered by a pair of foot pedals and holds one person. A bicycle offers a slight improvement in speed over walking and is fairly affordable. It can carry a maximum of 300 lbs.

Jet Ski: This medium vehicle handles like an aquatic version of the motorcycle, featuring a small, streamlined body. It uses an electric water pump and jet for propulsion. It can hold a driver and one passenger. A jet ski can carry up to 500 lbs.

Motor Boat: This huge watercraft is much faster than a comparable sail boat and has room for a driver and up to 6 passengers. A motor boat uses an internal combustion engine to spin a propeller. It can carry a maximum of 2,500 lbs.

Yacht: This gargantuan boat offers a good level of stability and is usually well-furnished, having multiple floors and everything necessary to serve as a home, at least for a short period of time. Like a motor boat, a yacht is powered by an internal combustion engine. Yachts are very expensive vehicles and are often a symbol of luxury and status. A yacht requires a driver and usually two other crew members to operate, particularly when navigating through tight areas. A yacht can support up to 15 passengers comfortably and can carry a maximum of 8,000 lbs.

Airplane: This gargantuan flying machine gains lift by controlling the flow of air over and under its wings. An airplane can hold a pilot and up to 4 passengers. Airplanes require a lot of room to take off and land, but are very fast. They use a propeller and an internal combustion engine to gain momentum. An airplane can carry a maximum of 1,500 lbs.


Vehicle Equipment

A number of systems and features can be added to vehicles to improve their performance.



Vehicle Equipment

Cost (Vehicle Size)



Medium

Large

Huge

Gargantuan



Temperature Control

75 gp

150 gp

300 gp

600 gp



Seat Belts (Per Seat)

50 gp

50 gp

50 gp

50 gp



Air Bags (Per Seat)

50 gp

50 gp

50 gp

50 gp



Mirrors (Per Mirror)

100 gp

125 gp

150 gp

200 gp



Trailer Hitch

50 gp

100 gp

200 gp

400 gp



Trailer

N/A

400 gp

800 gp

1,600 gp



Light Trailer

150 gp

N/A

N/A

N/A



Radio Receiver

300 gp

300 gp

300 gp

300 gp



Radio Broadcast System

500 gp

500 gp

500 gp

500 gp



Weapon Mount

100 gp

100 gp

100 gp

100 gp



Gun Turret

N/A

500 gp

500 gp

500 gp



Sidecar

150 gp

300 gp

600 gp

1,200 gp



Antilock Braking System

300 gp

600 gp

1,200 gp

2,400 gp



Turbocharger

500 gp

1,000 gp

2,000 gp

4,000 gp



Weight Distribution System

200 gp

400 gp

800 gp

1,600 gp



Racing Engine

500 gp

1,000 gp

2,000 gp

4,000 gp




Temperature Control: This system uses fans and heating coils to alter the temperature inside the vehicle by up to 50 °F relative to the temperature outside. Such a system is useful for minimizing the harmful effects of hot or cold environments.

Seat Belts: These spooling harnesses can be fastened around the body and buckled into nearby slots as a move action. If a vehicle with seat belts crashes or comes to a sudden stop, the seat belts lock in place briefly and prevent characters from flying forward. This minimizes the amount of damage that would be dealt from a crash. Characters who are wearing seat belts during a crash take 1 less point of damage per damage die rolled. Seat belts do not protect characters from vehicle explosions or other damage. Seat belts can be installed in sidecars as well as in vehicles.

Air Bags: These bags are connected to canisters of compressed gas and placed under panels near where an occupant’s head is expected to be. In the event that the vehicle crashes, the air bags inflate automatically, providing a cushion which reduces the damage dealt to the occupant. Whenever a vehicle with air bags crashes and at least 4 damage dice are rolled, characters who are occupying seats with air bags only take damage from the first half of the damage dice rolled.

Mirrors: Mounted mirrors allow characters in a vehicle to see objects behind them by drawing a line of sight which reflects off the mirror. Mirrors can even be used to reflect and aim ray spells and other effects which use a beam of light. In general, a character’s vision through a mirror in his or her square is limited to a cone behind him or her. For mirrors mounted on the side of a vehicle, the cone of vision is centered on the edge of the vehicle, making the area visible outside of the vehicle half as wide as a normal cone.

Trailer Hitch: This mounted connection allows a vehicle to tow a trailer or other object which is secured to the hitch. Half of the weight that a vehicle tows counts against the amount of weight that it can carry.

Trailer: This sturdy metal frame rests on two wheels and provides extra cargo space. A trailer for a large vehicle weighs 200 lbs. and can hold up to 4,000 lbs. The trailer’s weight and weight limit are doubled for each size category above large. Because of the trailer’s design, its own weight does not count against the weight that a vehicle can tow. A vehicle requires a trailer hitch to tow a trailer. A vehicle with a trailer is treated as being one size category larger than normal and takes up that much space. This impacts the vehicle’s ability to turn. The trailer itself has the dimensions of a typical creature of the vehicle’s size category. Most trailers can only be towed by sturdy land vehicles like cars and trucks, although a raft-like trailer design is available for boats. A vehicle can tow a trailer up to its own size category.

Light Trailer: This lightweight frame is designed to be towed by a medium vehicle. The frame is made from advanced materials which are flexible and sturdy, and it is compact enough that it does not increase the size category of the vehicle towing it. A vehicle requires a trailer hitch to tow a light trailer. A light trailer weighs 20 lbs. and can hold up to 200 lbs. Because of the light trailer’s design, its own weight does not count against the weight that a vehicle can tow.

Radio Receiver: When tuned to a specific channel, this device receives radio signals and translates them into sound waves. The vehicle must be within the broadcast range of a signal to detect it.

Radio Broadcast System: When activated, this device translates sound waves into radio signals and broadcasts them to the surrounding area in a 5 mile radius. The channel used for the radio signals can be changed by the character using the device. The signals can be picked up and translated back into sound waves by radio receivers which are tuned to the same channel while within the broadcast range.

Weapon Mount: A vehicle can have hooks or anchoring points added which serve as sturdy places to mount ranged weapons. Weapons mounts are installed at the edges of spaces in the vehicle and can only be used by a character who is occupying that space. Mounting a weapon is a move action. While a weapon is mounted, the penalty on attack rolls from being in a moving vehicle is reduced by up to 2 for a character using the weapon. A character can also let go of a mounted weapon at any time, and the weapon will remain in place.

Gun Turret: This sturdy column supports any large gun which is meant to be permanently mounted on a vehicle. A weapon designed for a large creature can be mounted here and used by a medium creature without penalty. The turret can store and automatically load up to ten times as much ammunition as the weapon normally holds. Since gun turrets take up a 10 foot square, they are typically mounted where plenty of room is available, such as on the backs of trucks or on boat decks. The price of a gun turret includes the price of attaching a weapon to the turret, but the weapon must be purchased separately. A gun turret adds 100 lbs. of weight to a vehicle.

Sidecar: This vehicle accessory provides extra passenger room and increases the stability of the vehicle, but also makes it larger and somewhat slower. A vehicle can have up to two sidecars, one on each side. A sidecar designed for a medium vehicle can carry one additional passenger, and the capacity doubles for each size category above medium. A vehicle with one sidecar is treated as being one size category larger than normal and takes up that much space. Adding a second sidecar does not further increase the vehicle’s size category, but it does limit the distance that the vehicle can travel at high speed to 3 times the distance it could move in one move action. A sidecar has the dimensions of a vehicle one size category smaller than the vehicle it is attached to. A sidecar for a medium vehicle takes up about half of a 5 foot square. A sidecar designed for a medium vehicle weighs 100 lbs. This weight doubles for each size category above medium. Half of this weight counts against the weight a vehicle can carry at once.

Antilock Braking System: This advanced system uses a number of brakes which pulse separately to achieve optimal deceleration. The driver of a vehicle with this system installed gains a +10 bonus on Drive checks made to quickly slow the vehicle.

Turbocharger: This engine modification greatly improves the acceleration of vehicles with internal combustion engines. A vehicle with a turbocharger can accelerate twice as quickly as a normal vehicle of its type.

Weight Distribution System: This system uses pressure-sensitive hydraulics and suspension to keep the vehicle from being pulled down by heavy loads. A vehicle with this system can carry 50% more weight than a normal vehicle of its type.

Racing Engine: A vehicle with this powerful engine has a speed 25% higher than a normal vehicle of its type. This affects how far the vehicle can move in one round at all speed categories as well as the vehicle’s speed modifier to AC.


Vehicles in Combat

This section describes the basics of vehicle combat.

Vehicle Size and Space: Most vehicles take up more space than their size category would indicate. A vehicle’s width is representative of its size category, but its length usually exceeds that by some amount. Below is a series of diagrams indicating the space taken up by a typical vehicle of each size category.

Medium












Large






















Huge












































Gargantuan
























































































Vehicle AC: The armor class of a vehicle is 10 + ½ vehicle hardness + speed modifier + size modifier. A vehicle’s speed modifier to AC depends on whether the vehicle is moving at low, normal, or high speed and is determined by the vehicle’s movement speed. Characters inside a vehicle also enjoy the benefits of this speed modifier to AC against attacks made from outside the vehicle, since it is harder to hit a moving target.

Because speed is relative, the vehicle’s speed modifier to AC acts as a double-edged sword. Characters inside a moving vehicle take a penalty on their attack rolls equal to the vehicle’s speed modifier to AC when aiming at stationary targets outside of the vehicle.

When two vehicles pass by each other in opposite directions, each vehicle is treated as having the sum of both vehicles’ speed modifiers to AC for the purpose of occupants from either vehicle aiming at the other, since the vehicles are moving at high speeds relative to each other.

When one vehicle drives alongside another, each vehicle is treated as having the difference between the two vehicles’ speed modifiers, since the vehicles are moving at low speeds relative to each other.

When two vehicles drive near each other at right angles, each vehicle is treated as having the average of the two vehicles’ speed modifiers.

Since it is difficult to aim a weapon while controlling a vehicle, the driver of a vehicle takes an additional -2 penalty on attack rolls made while driving a vehicle at low speed, a -4 penalty while driving at normal speed, and a -6 penalty while driving at high speed. In addition, the driver of a vehicle cannot use the full attack option unless he or she has the Improved Drive-By Attack feat.

Vehicle Speed: At the beginning of each of his or her turns, the driver of a vehicle determines what speed category the vehicle should be at by choosing whether to accelerate, decelerate, or maintain the current speed. This task is a free action which is performed over the course of the round in addition to anything else that the driver is doing. Most vehicles take one round to accelerate to a higher speed category or decelerate to a lower one. The three speed categories are low, normal, and high. If the driver of a vehicle chooses to accelerate or decelerate, the vehicle’s speed category changes at the end of his or her turn.

A vehicle’s speed category determines how far it can move in a single round. For example, a vehicle moving at normal speed can move up to twice its speed in one round (equivalent to the vehicle taking a double move action), but the driver must decelerate if he or she wishes to move at or below the vehicle’s speed. Because of this, it is important to begin decelerating in a timely manner to avoid a collision.



Vehicle Speed Category

Distance traveled per round

Speed Modifier to AC

Turn rate/forward distance



Low

Up to vehicle’s speed

Vehicle’s speed divided by 60

90°/vehicle length or 45°/half vehicle length



Normal

Greater than vehicle’s speed, up to twice vehicle’s speed

Vehicle’s speed divided by 30

90°/vehicle length or 45°/half vehicle length



High

Greater than twice vehicle’s speed, up to four times vehicle’s speed

Vehicle’s speed divided by 15

45°/vehicle length




Turn Rate: A vehicle’s ability to turn depends on its speed category. In order to make a turn, a vehicle must move forward a certain distance. The largest turn that a vehicle can make over a given distance is detailed in the table above. Vehicle lengths are measured in 5 foot squares.

Character Actions and Vehicle Actions: The actions of characters are separate from the actions of the vehicle they are riding in. All characters in a vehicle, including the driver, are entitled to the same number of actions they would be able to take normally. Because the position of the vehicle may influence what kinds of actions characters are able to perform at a given moment, it is often a good idea to ready actions to be taken when the vehicle has reached a certain point.

Collisions: Characters can be injured when a vehicle comes to an immediate stop. Although the vehicle’s movement ends, characters in a vehicle continue moving forward, potentially slamming into parts of the vehicle in front of them. The damage dealt to characters in a collision, whether they are inside or outside of a vehicle, is a number of d6 equal to the vehicle’s speed modifier to AC. If two vehicles collide head-on, add the speed modifiers of both vehicles to determine the number of dice rolled. If one moving vehicle hits another from behind, subtract their speed modifiers instead. Collision damage is also dealt to vehicles involved, although the actual damage is reduced by hardness.

A character who is inside of a vehicle during a collision can negate half of the damage that would be dealt to him or her by succeeding on a Reflex save (DC 5*total speed modifier of the collision). Damage dealt to characters from collisions can be further reduced by wearing seat belts, and the effects of wearing a seat belt and succeeding on the Reflex save stack. A character who is not wearing a seat belt or fails his or her Reflex save is thrown forward and lands prone. Characters who were wearing seat belts or succeeded on their Reflex saves still lurch forward, but they can pull themselves back up as a move action.

A character who was driving a motorcycle, bicycle, or jet ski during a collision and managed to stay on the vehicle must succeed on a DC 15 Balance check in order to keep the vehicle upright. Passengers on these vehicles can use the Aid Another action to assist the driver on his or her skill check.

A character who takes damage from an attack while on a motorcycle, bicycle, or jet ski must succeed on either a Balance check or a Concentration check (DC equal to the amount of damage dealt) in order to remain on the vehicle.

Collisions involving water vehicles deal 2d6 less damage than normal, since the surrounding water cushions the vehicles slightly and reduces the severity of the impact.

Vehicle Explosions: Vehicles with an internal combustion engine burn volatile fuel in order to operate. When a vehicle with an internal combustion engine is reduced to 0 hit points, it has a 50% chance to catch on fire. The fire is localized at one end of the vehicle, allowing characters to escape without being set alight. After 1d4 rounds, a burning vehicle explodes, dealing fire damage in a radius and knocking characters prone unless they succeed on a DC 15 Reflex save, as given in the table below.



Vehicle Size

Explosion Radius

Explosion Damage



Medium

5 feet

3d6



Large

10 feet

4d6



Huge

15 feet

5d6



Gargantuan

20 feet

6d6




Vehicles as Cover: Stationary vehicles can be used as cover just like ordinary terrain, but some parts of a vehicle also provide cover to the occupants. Vehicles with doors separating occupants from the area outside of the vehicle provide 50% cover when characters behind them are sitting up, or characters can duck down to gain total cover. Treat parts of a vehicle as ordinary objects when determining how much cover they provide.

Sundering Vehicles: Like objects, parts of vehicles can be sundered. Most parts of a vehicle use the same hardness as the vehicle itself, but other parts (such as glass windows in a car) have their own hardness. Any part of a vehicle that is fragile or connected by hinges can be sundered. Windows can be shattered, doors can be torn off, and tires can be punctured or slashed. Determining size, hardness, and hit points of parts is mostly a matter of common sense. Hardness and hit points for many materials can be found in the Player’s Handbook or Dungeon Master’s Guide. A door designed for use by a creature is the same size as that creature.

Sundering non-critical parts of a vehicle such as doors does not deal damage to the vehicle as a whole, but may expose the vehicle’s occupants or other parts to further danger. On the other hand, sundering parts of a vehicle which are important to its structural integrity (such as a truck’s wheels or axles) also damages the vehicle itself by the same amount. Sundering parts of a vehicle which are critical to its operation (such as the fuel line under a large motor vehicle) deals double damage to the vehicle.

It is important to distinguish between damage which disables a vehicle and damage which destroys it outright. Firing bullets at the engine of a car is sure to result in the vehicle’s destruction eventually, and banging up the chassis (and knocking around the parts under it) will likely achieve the same result. Puncturing the tires of a car, while sure to disable the vehicle, will not make the fuel tank explode.

Vehicle Hit Points: Here are some general tips for choosing hit point values for vehicles and vehicle parts.



A vehicle with outer surfaces about 1 inch thick should have about as many hit points as 1 inch of its most common material per 5 foot square that the vehicle takes up. A vehicle with thin or thick surfaces should have its hit points adjusted accordingly. Real world cars are an example of vehicles with thinner surfaces, and have half this many hit points.
Doors should have about as many hit points as 1 inch of thickness of the material they are made of, unless they are much thicker or reinforced.


Chassis



Vehicle or Part Name

Typical Material

Hardness

Hit Points



Car/Truck

Aluminum

5

90



Limousine

Aluminum

5

225



Motorcycle

Steel

10

30



Bicycle

Aluminum

5

30



Jet Ski

Aluminum

5

30



Motor Boat

Aluminum

5

225



Yacht

Aluminum

5

525



Airplane

Aluminum

5

525




Doors



Vehicle or Part Name

Typical Material

Hardness

Hit Points



Car/Truck/Limousine Door

Aluminum

5

15



Car/Truck/Limousine Hood or Engine Cover

Aluminum

5

10



Motor Boat/Yacht/Airplane Door

Aluminum

5

30




Windows



Vehicle or Part Name

Typical Material

Hardness

Hit Points



Car/Truck/Limousine Windshield

Glass

1

2



Car/Truck/Limousine Side Window

Glass

1

1



Motor Boat/Yacht Window

Glass

1

2



Airplane Windshield

Glass

1

4



Airplane Side Window

Glass

1

2




Critical Parts



Vehicle or Part Name

Typical Material

Hardness

Hit Points



Car/Truck/Limousine Tire+

Rubber

2

5



Motorcycle Tire++

Rubber

2

5



Bicycle Tire++

Rubber

2

3



Car/Truck/Limousine Axle*++

Steel

10

10



Car/Truck Undercarriage**++(!)

Steel

10

15



Limousine Undercarriage**++(!)

Steel

10

20



Airplane Propeller**++

Steel

10

15



Car/Truck/Limousine Engine**++(!)

Steel

10

15



Motorcycle Engine**++(!)

Steel

10

10



Jet Ski Engine**++

Steel

10

10



Motor Boat Engine**++(!)

Steel

10

20



Yacht Engine**++(!)

Steel

10

30



Airplane Engine**++(!)

Steel

10

30





*When damaged, the vehicle also takes that much damage.
**When damaged, the vehicle takes twice that much damage.
+When all of these are destroyed, the vehicle is disabled.
++When any of these are destroyed, the vehicle is disabled.
(!)Fire damage bypasses this object’s hardness. This object will cause the vehicle’s internal combustion engine to explode after 1d4 rounds when lit on fire, destroying the vehicle.

Modern Materials



Material Name

Hardness

Hit Points per Inch of Thickness



Aluminum

5

30



Concrete

8

30



Glass

1

1



Reinforced Glass

10

30



Reinforced Steel

15

30



Rubber

2

10



Steel

10

30